Ok, so as far as i know not even the dinosaurs were alive to witness the last tower defense update (or it might have been so surprising it killed them all) And now with the VERY Exciting news that there might be an update soon I think it would be nice to go over a lot of the communities suggestions! I have compiled many suggestions into this thread so let's hope that we can get some awareness for all these ideas! Btw this might be a long read
Misplacing Towers
If you didn't know already, This is an issue that has plagued Tower defense and driven dedicated players away from it. Misplacing towers has long been the bane of every tower defense player and there have been many solutions that have come up to try and fix this.
First, an explanation. For those who don't know, tower placement works pretty simply, you right click on the ground and you select a tower to place. Currently once you right click a block It becomes the center block for the tower that you are placing.
Although I don't agree with this the purpose of this thread is to bring the ideas of the community to light and hopefully do something to fix this game that we adore. I personally like the idea that comes from this thread by @Matarandar (https://www.cubecraft.net/threads/tower-defence-the-vote-kick.237522/) As said in this thread Votekicking is a very simple change, but it needs rules and restrictions to go with it
Rules that were suggested in the thread were (they said that not all of them were needed but they were just ideas):
- Votekicking is a donator only command, this will reduce the amount of trollers because donors are usually more dedicated.
- Only 1 votekick per person per game, this will also make it so that votekick trollers cannot harm more than one person per game and therefore should reduce damage done by this command.
- you must "specify" a reason and if it's false, you are breaking another rule. I personally like this idea because it is punished based on the actions of each separate player, not everyone. With this I believe that once a votekick is successful it should have a log submitted for staff to go over (like reports), this could just be a chat log or smth. If a player is found to be trolling they are punished as they would be for violating the trolling rule as well as permanently losing the votekick command (after a second or third infraction), this would of course be appealable in case a mistake was made.
Rules that were suggested in the thread were (they said that not all of them were needed but they were just ideas):
- Votekicking is a donator only command, this will reduce the amount of trollers because donors are usually more dedicated.
- Only 1 votekick per person per game, this will also make it so that votekick trollers cannot harm more than one person per game and therefore should reduce damage done by this command.
- you must "specify" a reason and if it's false, you are breaking another rule. I personally like this idea because it is punished based on the actions of each separate player, not everyone. With this I believe that once a votekick is successful it should have a log submitted for staff to go over (like reports), this could just be a chat log or smth. If a player is found to be trolling they are punished as they would be for violating the trolling rule as well as permanently losing the votekick command (after a second or third infraction), this would of course be appealable in case a mistake was made.
this is a new solution that I think would be pretty amazing! This thread by @Lucavon (https://www.cubecraft.net/threads/td-vote-for-the-destruction-of-badly-placed-towers.229364/ ) where he said “The reason I am suggesting this is that there are many players - beginners - who place their towers in ways that give the entire team a significant disadvantage. For example, I had a game yesterday where a beginner placed archer towers on 3 5x5 fields directly next to spawn, effectively making them unusable for Leech/Turret/Necro towers, even though they were intended to be placeable there. Another, similar situation I frequently encounter is that beginners place their 5x5 towers across multiple 3x3 fields - a few days ago, someone placed their Necromancer tower in a way that it blocked 9 (!) fields. The GUI should have a button saying "Vote to remove". When clicked, it asks the entire team whether the tower should be removed, and if the majority chooses "yes" (ignoring people who don't vote, because many people may not read the chat and not see it, which would make it hard to actually remove towers), the tower is removed, 60% of the coins refunded to the placer (like a normal removal), and the space freed. EDIT: The player who started the vote should only be allowed to vote if the number of team members is uneven. This means that if there are 6 players, only 5 can vote, preventing a draw. 5 -> 5, 4 -> 3, 3 -> 3 and so on.” Imo, this is the perfect solution. This would not hurt other players and could easily fix this issue, there isnt much more to say about it so I would highly suggest reading his thread!
This is the solution that I want to see, I feel like it has the best chance of being a successful change that will solve this problem. I will be using ideas (as well as images) from this thread by @TransGans (https://www.cubecraft.net/threads/t...s-my-thoughts-on-a-potential-solution.256002/) This thread sums up pretty much perfectly what I would like to see to fix this issue. It also comes with some very useful visuals, I would highly suggest checking it out to find out more because this idea is pretty great. As said in this thread “Now I know that this is annoying, but let's cut them some slack. It's not their fault that they have yet to master the game of TD, because they haven't played it before or for whatever reason. But, however innocent these players are, towers placed as shown in the picture above, sure are annoying as hell.” And this sums it up perfectly. It's not their fault that they don't know how to play. So what we can do to help is put tools in place to teach these people the game.
Now, before I start talking about what was in the thread I would like to add a bit of my own. If any of these limitations were to be added I would like to see a setting (like the one shown below which disables these barriers because it is sometimes strategic to place towers where they don't belong and I would not want to see these strategies go away. I see the purpose of these limitations as a way to teach new players not to stop trollers, that is their problem and I can't fix that.
Alright! Let's get to what was said in the thread. It started off with a basic explanation of how tower placement works, which I think is a really important part of this suggestion so i have put an explanation at the beginning of this section. What was stated in this thread was that instead of making the block that you click on the center, the game should recognise the 3x3 or 5x5 space that the player clicked on and place the tower in that square, regardless of what of the 9/25 blocks you clicked. This would prevent new players who don't know how to play from accidentally misplacing towers and team trolling. I really urge you to go check out the thread because it does a great job explaining this and has some epic visuals. This is the idea that i want to see implemented but I would honestly be happy if anything is implemented to fix this.
Now, before I start talking about what was in the thread I would like to add a bit of my own. If any of these limitations were to be added I would like to see a setting (like the one shown below which disables these barriers because it is sometimes strategic to place towers where they don't belong and I would not want to see these strategies go away. I see the purpose of these limitations as a way to teach new players not to stop trollers, that is their problem and I can't fix that.
Alright! Let's get to what was said in the thread. It started off with a basic explanation of how tower placement works, which I think is a really important part of this suggestion so i have put an explanation at the beginning of this section. What was stated in this thread was that instead of making the block that you click on the center, the game should recognise the 3x3 or 5x5 space that the player clicked on and place the tower in that square, regardless of what of the 9/25 blocks you clicked. This would prevent new players who don't know how to play from accidentally misplacing towers and team trolling. I really urge you to go check out the thread because it does a great job explaining this and has some epic visuals. This is the idea that i want to see implemented but I would honestly be happy if anything is implemented to fix this.
No it isn't what it sounds like, you won't be able to move towers around the map. This will allow the owner of the tower to move it 1 block in each direction (2 blocks for 5x5 towers) after it has been placed (at no extra cost). This is because I see a lot of people misplace towers when they are rushing to defend and then it's not worth it to remove the tower and move it due to losing money. This would fix that issue because it would allow players to fix their placement without losing any money. I have never seen a thread talking about this and I personally would like to see an option like this implemented. This could be implemented in many different ways, and could also be limited to avoid abuse, like adding a 1 minute timer to move a tower after it is placed. Idk, I just feel like this is a good solution that could do something to help the current situation.
https://www.cubecraft.net/threads/how-to-fix-misplacers-and-new-players.260630/#post-1221209
https://www.cubecraft.net/threads/t...s-my-thoughts-on-a-potential-solution.256002/
https://www.cubecraft.net/threads/im-getting-tired-of-misplaced-towers.230406/
https://www.cubecraft.net/threads/rebalence-tower-placements.246445/
https://www.cubecraft.net/threads/why-do-people-misplace-towers-in-the-game.231346/
https://www.cubecraft.net/threads/people-trolling-in-tower-defence.231584/
https://www.cubecraft.net/threads/how-to-fix-td-v3-0.223539/
https://www.cubecraft.net/threads/can-people-be-punished-for-trolling-like-this.229400/ (my first suggestion thread type thing was a complaint about this issue xD)
https://www.cubecraft.net/threads/can-we-talk-about-this-for-a-sec.229115/
https://www.cubecraft.net/threads/t...s-my-thoughts-on-a-potential-solution.256002/
https://www.cubecraft.net/threads/im-getting-tired-of-misplaced-towers.230406/
https://www.cubecraft.net/threads/rebalence-tower-placements.246445/
https://www.cubecraft.net/threads/why-do-people-misplace-towers-in-the-game.231346/
https://www.cubecraft.net/threads/people-trolling-in-tower-defence.231584/
https://www.cubecraft.net/threads/how-to-fix-td-v3-0.223539/
https://www.cubecraft.net/threads/can-people-be-punished-for-trolling-like-this.229400/ (my first suggestion thread type thing was a complaint about this issue xD)
https://www.cubecraft.net/threads/can-we-talk-about-this-for-a-sec.229115/
Update to 1.16
No, not the whole server but it could be beneficial to move tower defense (and skyblock for that matter) up to 1.16. Trust me there is a reason for this, Tower Defense is a game that fully relies on the mods in the game. Without updating to 1.16 they can add pretty much just Enderman, a mean sure they would be cool, but a game that has been waiting this long needs a big update and moving to version 1.16 will allow you to do just that, give this game new and interesting gameplay and mechanics. I mean, tower defense is a game of strategy right? What better way to update it then to add more options into gameplay.
Well, I found one thread which gives us a pretty good idea about what 1.16 could bring. This was a fictional update. This thread by @shanewolf38 (https://www.cubecraft.net/threads/1-16-update-defending-illusioners.262961/) they said “The new troops and balance changes have added a whole new dynamic to the game. Before you could kind of plop down archers and defend any attack, but with their slight nerf and the updates to the mobs and other towers, tower knowledge is now more important than ever. The illusioner is probably my favorite mob now since it adds a whole new dynamic to rushes. For those who don't know, it has the ability to randomly dodge attacks, with its chance to dodge increasing with its level. This means using a few high level towers to defend early to mid game is no longer viable, since illusioners may dodge those high damage attacks. Before it was always quality over quantity, but now there's need for quantity as well. The main danger to look out for now is a ravager/illusioner rush followed by blazes. Ravagers can penetrate far into your defense and help the illusioners get even further, and since they require so many sorcerers to properly defend, it leaves you wide open to blazes. Best strategy to counter I have found so far is just to attack first. I'm curious to see all the new strategies which will be developed in the near future. I'll leave some general tips below which I've found to be useful so far.” I personally love this idea of ‘Illusioners” it is original, fun, and VERY strategic. Basically what i am saying is that we need stuff like this in the game, to keep it fresh and interesting. So, why is 1.16 important? Currently there are 31 but in 1.16 there are 64 DIFFERENT mobs (including the Illusioner), This is a game changer because there are so many possibilities, so much that can be done.
Another community suggestion thread that would require 1.16 to make some pretty cool changes is by @Tyruntred5 (https://www.cubecraft.net/threads/tower-defence-ideas.254198/) in this thread he said “1- I was thinking maybe adding the mob "Hoglin'' to Tower Defence. The Hoglin would require 1500exp to unlock. Each Hoglin would give 350exp upon death. Hoglins would have 1250 life. Each hoglin costs 2000 coins each. Everytime you upgrade it, it will gain 200 life but cost 200 coins more per troop.I thought it would be a good idea to add it to Tower Defence. My other idea was to be a Special event after Armageddon mode. Normally if no team loses, the game would end normally. But what I was thinking instead of the game ending, an event takes action. I call it, "Doom". During this doom event, a nasty ender dragon will spawn. The ender dragon would have 1.0 speed, and would have 10,000 health. This Ender Dragon will stop and spit dragon's breath at buildings,( all buildings hit will be destroyed every
1 minute. Every 30 seconds, the ender dragon will spawn a group of endermen(12). The endermen walk as fast as the ender dragon but every 10 seconds, the endermen teleport 6-10 blocks in front of them. These endermen have 1000 health. Endermen each do 5 damage to the tower. If the ender dragon hits the tower, it will be destroyed in one hit. If killed, you will receive 100k coins. Before ending this script, I forgot to mention that Hoglins would be immune to mage, quake, and ice towers. I hope you add these ideas to tower defence. I would love to see it in action :).” He suggested the Hoglin, this is a 1.16 mob but I agree that what he said would be amazing. A tank troop would be VERY nice and I hope that either the hoglin or the ravager could be made into a tanky beast of a troop. So as you can see 1.16 definitely has its perks when it comes to troops, but it also has some new blocks that are very interesting.
A bunch of mobs is not the only thing that comes with 1.16, you also will get a MASSIVE selection of new blocks that can be used to make new towers unique and interesting. Every new update has some features and for a game like Tower Defense we need as many new features as possible. With an update to 1.16 we will see new possibilities for troops, more interesting tower designs, and what i want to see the most, New blocks for map builders, the current maps look amazing, BUT imagine what they would look like with all the new blocks, the new choices, everything. Tower Defense could be an amazing game but it just needs something special, and I think 1.16 is that thing that it needs to reach its former glory.
Another community suggestion thread that would require 1.16 to make some pretty cool changes is by @Tyruntred5 (https://www.cubecraft.net/threads/tower-defence-ideas.254198/) in this thread he said “1- I was thinking maybe adding the mob "Hoglin'' to Tower Defence. The Hoglin would require 1500exp to unlock. Each Hoglin would give 350exp upon death. Hoglins would have 1250 life. Each hoglin costs 2000 coins each. Everytime you upgrade it, it will gain 200 life but cost 200 coins more per troop.I thought it would be a good idea to add it to Tower Defence. My other idea was to be a Special event after Armageddon mode. Normally if no team loses, the game would end normally. But what I was thinking instead of the game ending, an event takes action. I call it, "Doom". During this doom event, a nasty ender dragon will spawn. The ender dragon would have 1.0 speed, and would have 10,000 health. This Ender Dragon will stop and spit dragon's breath at buildings,( all buildings hit will be destroyed every
1 minute. Every 30 seconds, the ender dragon will spawn a group of endermen(12). The endermen walk as fast as the ender dragon but every 10 seconds, the endermen teleport 6-10 blocks in front of them. These endermen have 1000 health. Endermen each do 5 damage to the tower. If the ender dragon hits the tower, it will be destroyed in one hit. If killed, you will receive 100k coins. Before ending this script, I forgot to mention that Hoglins would be immune to mage, quake, and ice towers. I hope you add these ideas to tower defence. I would love to see it in action :).” He suggested the Hoglin, this is a 1.16 mob but I agree that what he said would be amazing. A tank troop would be VERY nice and I hope that either the hoglin or the ravager could be made into a tanky beast of a troop. So as you can see 1.16 definitely has its perks when it comes to troops, but it also has some new blocks that are very interesting.
A bunch of mobs is not the only thing that comes with 1.16, you also will get a MASSIVE selection of new blocks that can be used to make new towers unique and interesting. Every new update has some features and for a game like Tower Defense we need as many new features as possible. With an update to 1.16 we will see new possibilities for troops, more interesting tower designs, and what i want to see the most, New blocks for map builders, the current maps look amazing, BUT imagine what they would look like with all the new blocks, the new choices, everything. Tower Defense could be an amazing game but it just needs something special, and I think 1.16 is that thing that it needs to reach its former glory.
Another one of the most requested ideas out there is the addition of 1v1, 2v2, and 3v3 game modes.
This thread by @benc_ (https://www.cubecraft.net/threads/smaller-team-sizes.256562/) said “However, by just making the teams smaller, you have the possibility to encourage more players, possibly more experienced with less experienced etc - which does have the potential to bring more players to TD. Obviously TD is not a priority for cube as it is one of the smaller games, however something like team sizes could potentially be quite easy to implement and would allow for a less split community but potentially more interesting games.” And I totally agree with this. TD is discouraging currently because of the long games and the sometimes even longer wait times, How can we fix this? Smaller Teams! This will give players a chance to play shorter games where their inexperience doesn't hurt anyone else. This will give players a chance to learn and grow so that they are not forced into a very confusing game where not knowing how to play does not only hurt you but it hurts everyone on your team. Smaller teams WILL help tower defense. There is not much to say about this but basically i believe that this game NEEDS some smaller teams to help it build up a new player base.
We have all seen that message, and it might be the most annoying thing ever.
So I found this thread by @Priley (https://www.cubecraft.net/threads/td-solutions-to-tower-owner-didnt-choose-path.214370/) suggested “Tower owner should be obligated to choose a path when placing the tower so basically, when selecting the tower you want to build, you get redirected to the a GUI menu where you also have to choose a path. NOTE: They are not asked to pay straight away, they're just asked to choose a path in advance” I think that this is an AMAZING suggestion because it would stop people from spamming archer towers and forgetting about them. I'm not exactly sure how this would work but it will be AMAZING. This is a big issue in the game and i can't think of a better solution
These suggestions will all be from @CrystalDrop
“When typing /share it acts like it is not a command and sometimes it confuses the new players.” I agree with this, it is a pretty confusing command and it should be reworked. I would suggest changing it to /pay [price] [ign] it seems like a more intuitive setup and would help players understand it more and hopefully get the command used by a higher percentage of players.
“It would be handy to perhaps have a /stats [player] command that we can use while in game to check wins/ sends/ games played/ etc for yourself or to check other players. (This can be disabled if people do not want others to know this information)” I don't exactly agree with the idea of this command but with the option to disable it I think it could be ok.
“Another good command would be /spectate. Sometimes TD games could go on for a long time and someone new could suddenly join the party. It would be nice to have them at least be able to watch the game so they know what is going on and have something to do while waiting.” Although this might need a new name (because i'm pretty sure staff have a /spectate command) I really like this idea because I have joined a party while my friends were in a TD game and they are pretty long. It would be pretty cool to get to watch what is happening because there is no advantage to having a friend see what's going on in TD. So I would love to see this!
This is an idea by Qwerasd#5202, “Here is an idea for balancing unbalanced teams, basically a handicap for the smaller team. Scale up the smaller team's goldmine income proportional to the size, so if there are 2 players on one team and 4 on the other then the smaller team's income should be multiplied by 4/2 = 200% -- Obviously it doesn't have to be directly proportional to team sizes and could be scaled down if too overpowered. I just think it would give people a fighting chance if their teammates abandon them, because that's never a fun situation.” I Love this but I do think that doubling income might be a little too overpowered. I would personally suggest that if there are 2 players on one team and 4 on the other then the smaller team's income should be multiplied by 4/2*3/4=150% so a 75% boost. This would stop one very skilled player from being able to completely over power a bigger team. Because if one person controlled the same amount of income as an entire team they would have an advantage.
Another idea by Qwerasd#5202, “offensive and defensive potion cool down timers should be decoupled. I get that it's overpowered if you can just drop as many speed or heal potions as you want, and same for spamming defensive potions, but there's no real advantage to offensive and defensive potions interfering with each other, it's just annoying and often leads to more waiting around time. Oh, that's another thing that should scale with relative team size, potion cooldown, so that both teams have the same capacity for potion throwing.” This is not completely for team balancing but I believe both ideas are great.
First: I see no reason why offensive and defensive potions have the same cooldown and this change could really help make potions a bigger and more important part of the game.
Second: Potion cooldown should DEFINITELY scale with team size. Potions are a very strategic part of the game and if a team can place 5 times as many potions as you then you really have no chances of winning (you can just kill everything so much faster with a lot of potions)
First: I see no reason why offensive and defensive potions have the same cooldown and this change could really help make potions a bigger and more important part of the game.
Second: Potion cooldown should DEFINITELY scale with team size. Potions are a very strategic part of the game and if a team can place 5 times as many potions as you then you really have no chances of winning (you can just kill everything so much faster with a lot of potions)
This suggestion is also from @CrystalDrop (https://www.cubecraft.net/threads/two-changes-that-could-benefit-towerdefense.251054/) “Leach Tower: - The leach tower is overpriced and causes players to be misled.
- Often causes lag and or crashes players. (Crashes are often seen in 1.11-1.12)
- The damage dealt is very little, even fully upgraded, and is not balanced with the price especially with only being able to place one.
- Seems to only be reasonable in long games because then it is actually affordable easily. “
So yeah, I agree with this and I would like to see the leech tower become more viable. I personally think that the best way to make it usable is to bump up the damage of the tower.
This is a suggestion by @Savvy to help fix the leech tower “Since its called "leach" you would think it would take health of others and heal something. So my idea is that the leach can take some health and heal your castle's health a little bit more. Giving the tower name its purpose. Many other games have the term "leach" and it refers to take health of others and heal yourself. So it would be interesting if this was a thing, if not change the name. “ and I absolutely LOVE it. This would be pretty much perfect and I think that even tho it will change the tower quite a bit it would be a lot more like I wish leech was made.
- Often causes lag and or crashes players. (Crashes are often seen in 1.11-1.12)
- The damage dealt is very little, even fully upgraded, and is not balanced with the price especially with only being able to place one.
- Seems to only be reasonable in long games because then it is actually affordable easily. “
So yeah, I agree with this and I would like to see the leech tower become more viable. I personally think that the best way to make it usable is to bump up the damage of the tower.
This is a suggestion by @Savvy to help fix the leech tower “Since its called "leach" you would think it would take health of others and heal something. So my idea is that the leach can take some health and heal your castle's health a little bit more. Giving the tower name its purpose. Many other games have the term "leach" and it refers to take health of others and heal yourself. So it would be interesting if this was a thing, if not change the name. “ and I absolutely LOVE it. This would be pretty much perfect and I think that even tho it will change the tower quite a bit it would be a lot more like I wish leech was made.
This is a suggestion by me, but i have seen a lot of people abuse archer towers and I think requiring a one block space between them could help stop the archer tower spam meta, or at least make people think a little more while placing.
This is ANOTHER message from @CrystalDrop (https://www.cubecraft.net/threads/two-changes-that-could-benefit-towerdefense.251054/)keep it up your ideas are amazing <3 “Creepers:
- My main problem with this mob is that they are way weaker then skeletons yet way more expensive which ultimately makes them a bit pointless. Below is a comparison of level 1 creepers and level 4 skeletons: 12 level 1 creepers: 3600 coins 12 level 4 skeletons: 2484 coins” And yeah, they are pretty much useless, I would want to see that their health is dramatically increased or their price is lowered a lot. Either way i want to see a change to creepers because they could be so useful with a small balancing change.
- My main problem with this mob is that they are way weaker then skeletons yet way more expensive which ultimately makes them a bit pointless. Below is a comparison of level 1 creepers and level 4 skeletons: 12 level 1 creepers: 3600 coins 12 level 4 skeletons: 2484 coins” And yeah, they are pretty much useless, I would want to see that their health is dramatically increased or their price is lowered a lot. Either way i want to see a change to creepers because they could be so useful with a small balancing change.
This is a little too long to put in a thread but @Shotgun put a MASSIVE amount of work into making this pdf with ideas to rebalance the entire game! download link: http://www.mediafire.com/file/pwlxfg7apikisi1/TD_Total_Rebalancing.pdf/file (I can assure you it's not a virus)
So please check this out. It's pretty awesome and gives some amazing options for balancing the game.
So please check this out. It's pretty awesome and gives some amazing options for balancing the game.
Didn't know where else to put it so i'll do it here, just gonna put a few QOL changes that would make the game more user friendly.
- Display tower ranges -- It's unclear sometimes exactly where a tower reaches, so it would be nice if there were a tool that let you see the area a tower can reach. Like you use it on a tower and it shows an outline made of particles, or one like the one used to show you placed too close. (Qwerasd#5202)
- Display stats about how much damage a tower has done, how much gold it has earned, and how many troops it has killed -- there's a feature like this in Bloons Tower Defense games, which are pretty good to look at as examples of well made TD games. (Qwerasd#5202)
- Fix the bug where towers that have only one path (ice, mage) still can't be shift clicked to upgrade because "the tower owner has not selected a path" (Qwerasd#5202)
- Display tower ranges -- It's unclear sometimes exactly where a tower reaches, so it would be nice if there were a tool that let you see the area a tower can reach. Like you use it on a tower and it shows an outline made of particles, or one like the one used to show you placed too close. (Qwerasd#5202)
- Display stats about how much damage a tower has done, how much gold it has earned, and how many troops it has killed -- there's a feature like this in Bloons Tower Defense games, which are pretty good to look at as examples of well made TD games. (Qwerasd#5202)
- Fix the bug where towers that have only one path (ice, mage) still can't be shift clicked to upgrade because "the tower owner has not selected a path" (Qwerasd#5202)
This is something I am very excited for. I really hope that we see a lot of new towers in the next update. But here are some that I have seen suggested by the community.
this was created by peytally#1217 StarSnuff#7046 and @Shotgun (sorry i don't know the other two forums accounts).
Wizard Tower Affects nether troops only
Size: 5x5
Cost: 1200
Level 1 (Rain)
Range: 12
AoE Range: Equals tower range
Damage: 5 (AoE)
Rate: 1
TOP PATH: RAIN
Level 2
Cost: 1500
Range: 13
AoE Range: Equals tower range
Damage: 12 (AoE)
Rate: 1
Level 3
Cost: 2500
Range: 15
AoE Range: Equals tower range
Damage: 20 (AoE)
Rate: 1
BOTTOM PATH: TORNADO Affects aerial troops only
Level 2
Cost: 1000
Range: 13
AoE Range: 6, one direction only
Damage: 12 (AoE)
Rate: 3
Specialty: Pulls troops away 10 blocks
Level 3
Cost: 5000
Range: 15
AoE Range: 15, one direction only
Damage: 20 (AoE)
Rate: 10
Specialty: Pulls troops away 15 blocks
Here is an idea for how the top path might look (and the original level):
Wizard Tower Affects nether troops only
Size: 5x5
Cost: 1200
Level 1 (Rain)
Range: 12
AoE Range: Equals tower range
Damage: 5 (AoE)
Rate: 1
TOP PATH: RAIN
Level 2
Cost: 1500
Range: 13
AoE Range: Equals tower range
Damage: 12 (AoE)
Rate: 1
Level 3
Cost: 2500
Range: 15
AoE Range: Equals tower range
Damage: 20 (AoE)
Rate: 1
BOTTOM PATH: TORNADO Affects aerial troops only
Level 2
Cost: 1000
Range: 13
AoE Range: 6, one direction only
Damage: 12 (AoE)
Rate: 3
Specialty: Pulls troops away 10 blocks
Level 3
Cost: 5000
Range: 15
AoE Range: 15, one direction only
Damage: 20 (AoE)
Rate: 10
Specialty: Pulls troops away 15 blocks
Here is an idea for how the top path might look (and the original level):
This tower was created by me :) it was originally an example for a thread but i kinda liked it so here we are.
Name: Warp Tower
3x3 or 5x5: 3x3
Number of Upgrades: 4 upgrades
Abilities: The Warp tower will warp one troop back to the start of the map every x seconds. This time is reduced every upgrade
Lore: The warp tower was crafted in the depths of the nether by desperate Piglins hoping to escape from the reign of their evil master, The Wither. After years of collecting materials from the far reaches of the nether, a powerful tower was constructed with much care, hidden away from the wither and his guards. Once construction was complete the first brave piglin walked up to the tower, in a flash of white light he was gone! Little did they know that somewhere they had miscalculated, instead of being warped to freedom, they were brought right back where they started…
The description isn't as detailed because i'm not great with balancing but you get the basic idea. (i also designed this one fully out of 1.16 blocks to show how many more possibilities we have with 1.16)
Name: Warp Tower
3x3 or 5x5: 3x3
Number of Upgrades: 4 upgrades
Abilities: The Warp tower will warp one troop back to the start of the map every x seconds. This time is reduced every upgrade
Lore: The warp tower was crafted in the depths of the nether by desperate Piglins hoping to escape from the reign of their evil master, The Wither. After years of collecting materials from the far reaches of the nether, a powerful tower was constructed with much care, hidden away from the wither and his guards. Once construction was complete the first brave piglin walked up to the tower, in a flash of white light he was gone! Little did they know that somewhere they had miscalculated, instead of being warped to freedom, they were brought right back where they started…
The description isn't as detailed because i'm not great with balancing but you get the basic idea. (i also designed this one fully out of 1.16 blocks to show how many more possibilities we have with 1.16)
Created by @Shotgun this tower has a very interesting purpose. It will either buff other towers damage, or give a coins per second buff depending on which path you chose.
And here are some concept designs made by Qwerasd#5202
Damage Path:
And Coins Path:
So a very original idea and I hope to see something like this in game, being able to buff certain towers would add a lot more strategy into the game, along with the coin buff both of which could give your team the edge if you play your cards right.
And here are some concept designs made by Qwerasd#5202
Damage Path:
And Coins Path:
So a very original idea and I hope to see something like this in game, being able to buff certain towers would add a lot more strategy into the game, along with the coin buff both of which could give your team the edge if you play your cards right.
Here is another pdf by @Shotgun this one is for an update, it is also very long so here is the download link (http://www.mediafire.com/file/95so2t71e58js3q/TD_Update.pdf/file) once again not a virus :P so yeah check it out, there are some pretty great ideas, and i think it would be really great to see some of this stuff ingame.
Im hoping to see a lot of new towers and troops with the next update and with that I think it might be smart to implement a “Deck” System
If you have never played clash royale, this is what im talking about.
There are a lot of cards (99 to be exact) but for each battle you can only use 8 of them. My idea for tower defense is to see a system like this. Where each player needs to choose a certain number of towers and troops that they can play with each round. This would make the game require more strategy and would also stop the GUI for getting cluttered. As @Shotgun just suggested this could also be a great new gamemode, instead of being added to all parts of TD.
There are a lot of cards (99 to be exact) but for each battle you can only use 8 of them. My idea for tower defense is to see a system like this. Where each player needs to choose a certain number of towers and troops that they can play with each round. This would make the game require more strategy and would also stop the GUI for getting cluttered. As @Shotgun just suggested this could also be a great new gamemode, instead of being added to all parts of TD.
Tower Defense is such a unique game, and I really hope that this new update can give everyone in this amazing community what they have been waiting for. This thread is supposed to help bring ideas up to the community, So I hope that you have enjoyed this, Tower Defense will always be a great game and I can't wait to see what the future holds.
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